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Random Y for coin generation 35% to 80%
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Increase the length of the pause time by the fish before jumping
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Make that 30% to 80%
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Change the random Y position for coin generation to 25% to 85%
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Change the random Y position for coin generation to 10% to 50% of screen.
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Extend the spawn delay for all types of obstacles by 100%
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Extend the spawn delay for all types of obstacles by 20%
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Adjust max and min height for coin generation both down by 15%
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Need to fix coin destruction in my game. The coin should be destroyed and add to the counter when either: - It gets very close to its target position (within 5 pixels) OR - It shrinks small enough (scale less than 0.1) Current destruction check only looks at position: ```javascript if (Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5) ```
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Need to fix coin destruction in my game. The coin's update function has a duplicate collection check. Remove this part from the coin update: ```javascript if (coot.intersects(self) && !self.collecting) { self.collecting = true; self.targetX = 2048 - coinIcon.width - 10; self.targetY = coinIcon.y + coinIcon.height / 2; }
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Shrink the coin faster.
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When the coin reaches the end of its flying animation, collect it.
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The coin is not being destroyed when it reaches the coin icon. Why?
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At the end of the flying animation the coin should reach the coin icon. When it reaches the coin icon, destroy the coin and add 1 to the global coin count.
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When my coin reaches the top right corner (2048, 0), it should destroy itself and add to the counter. This code isn't working - can you fix it? ```javascript if (self.x >= 2048 - coinGraphics.width / 2 && self.y <= coinGraphics.height / 2) { self.destroy(); coinCount++; coinCounter.setText(coinCount.toString()); }
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Destroy the coin when it gets to the top right of the screen
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Destroy the coin at the end of the animation and increase the coin count, even if it doesn’t reach the exact location.
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That didn’t fix the coin being destroyed and the coin count being updated.
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Debug and fix this
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Make sure the coin flies to the coin counter.
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Sometimes coins just disappear instead of animation into the top right corner. Is there still a check somewhere to just destroy the coin if the coot collides with it?
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Once a coin as been collected, it can’t collide with the coot again.
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The coins are still flying up to the left corner. They need to fly up to the right corner
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The coins are flying to the wrong side. They should be flying up towards the coin counter.
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When a coin is collected. Have it shrink down gradually as it flies to the coin asset next to the coin counter. Then destroy it and add to the coin counter.
/**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('Coin', { anchorX: 0.5, anchorY: 0.5 }); // Initialize coin properties self.rotationSpeed = 0.05; // Rotation speed for the coin self.speedX = -5; // Speed of the coin moving left self.collecting = false; // Flag to check if the coin is being collected self.targetX = 0; // Target X position for collection animation self.targetY = 0; // Target Y position for collection animation self.update = function () { // Generate GoldSparkle particles if (Math.random() < 0.075) { // Reduced chance by 25% // 10% chance to generate a sparkle each update var sparkle = new GoldSparkle(); sparkle.x = self.x + (Math.random() * coinGraphics.width - coinGraphics.width / 2); sparkle.y = self.y + (Math.random() * coinGraphics.height - coinGraphics.height / 2); game.addChild(sparkle); } // Removed rotation effect from the coin // Move the coin left self.x += self.speedX * gameSpeed; // Apply spin effect over Y axis coinGraphics.scale.x = Math.sin(self.x * 0.015); // If the coin is being collected, animate it if (self.collecting) { self.x += (self.targetX - self.x) * 0.1; self.y += (self.targetY - self.y) * 0.1; coinGraphics.scale.x *= 0.90; coinGraphics.scale.y *= 0.90; // Check if the coin has reached the target position or is small enough if (Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5 || coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1) { self.destroy(); coinCount++; coinCounter.setText(coinCount.toString()); return; // Ensure no further updates after destruction } } // Destroy the coin if it goes off screen if (self.x < -coinGraphics.width / 2 && !self.collecting) { self.destroy(); return; // Ensure no further updates after destruction } }; }); var CollisionBlock = Container.expand(function () { var self = Container.call(this); var collisionBlockGraphics = self.attachAsset('Collisionblock', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Example assets: 'coot', 'obstacle', 'background' // Class for the main character, the American coot var Coot = Container.expand(function () { var self = Container.call(this); var cootGraphics = self.attachAsset('coot', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6.5; self.jumpVelocity = 40; // Increased initial upward velocity for jump self.gravity = 1.0; // Gravity to apply during jump self.jumpHeight = 105; self.isJumping = false; self.isReturning = false; // New state to handle returning to top after diving self.update = function () { if (self.isJumping) { self.x += self.speed * 0.1 * gameSpeed; self.y -= self.jumpVelocity; // Move upwards with initial velocity self.jumpVelocity -= self.gravity; // Apply gravity to slow down ascent if (self.jumpVelocity <= 0) { self.isJumping = false; // Stop jumping when upward velocity is zero self.isFalling = true; // Start falling } } else if (self.isFalling) { self.y += self.gravity * 7; // Apply even more increased gravity to fall down faster if (self.y >= self.originalY) { self.y = self.originalY; // Ensure Coot doesn't go below original position self.isFalling = false; // Stop falling self.x = self.originalX; // Reset X position when jump completes self.jumpVelocity = 40; // Reset jump velocity for next jump self.isJumping = false; // Ensure jumping state is reset // Removed unnecessary isReturning reset in the falling state } // Remove wobble and water particles during falling cootGraphics.rotation = 0; // Reset rotation to remove wobble } else if (self.isDiving) { self.y += self.speed * 1.5; cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05); // Gradually decrease opacity cootGraphics.tint = 0x0000ff; // Change tint to blue if (self.y >= 2732 * 0.90) { self.y = 2732 * 0.90; // Ensure Coot doesn't go below this point self.isDiving = false; // Stop diving self.returnDelay = Date.now() + 1000; // 1 second delay using time } } else if (self.returnDelay > 0) { if (Date.now() >= self.returnDelay) { self.returnDelay = 0; // Reset returnDelay after it is used if (self.y >= 2732 * 0.90) { self.isReturning = true; // Start returning after delay } } } else if (self.isReturning) { self.y -= self.speed * 1.5; // Match surfacing speed with descent speed var transitionFactor = 1 - (self.y - self.originalY) / (2732 * 0.90 - self.originalY); cootGraphics.alpha = 0.5 + 0.5 * transitionFactor; // Smoothly increase opacity // Convert tint colors to RGB and interpolate var startTint = self.underwaterTint; var endTint = 0xffffff; var r = (startTint >> 16 & 0xff) + ((endTint >> 16 & 0xff) - (startTint >> 16 & 0xff)) * transitionFactor; var g = (startTint >> 8 & 0xff) + ((endTint >> 8 & 0xff) - (startTint >> 8 & 0xff)) * transitionFactor; var b = (startTint & 0xff) + ((endTint & 0xff) - (startTint & 0xff)) * transitionFactor; cootGraphics.tint = (r << 16) + (g << 8) + b; // Apply interpolated tint if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1.0; // Ensure opacity is fully reset cootGraphics.tint = 0xffffff; // Reset tint to normal color when fully surfaced } // Removed redundant isReturning block to ensure visual effects are not reset prematurely if (self.isReturning) { self.x += (self.originalX - self.x) * 0.1; // Gradually slide back to original X position } } // Add wobble effect to the coot while running if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isFalling) { cootGraphics.rotation = Math.sin(LK.ticks / 5) * 0.1; // Increase wobble speed by reducing the divisor // Generate 1-2 water splash particles every 60 ticks (1 second) only when not jumping, diving, or falling if (!self.isJumping && !self.isDiving && !self.isFalling && LK.ticks % 60 == 0) { var numParticles = Math.floor(Math.random() * 2) + 1; for (var i = 0; i < numParticles; i++) { var splashLeft = new Splash(); splashLeft.x = self.x - cootGraphics.width / 2; splashLeft.y = self.y + cootGraphics.height / 2; game.addChildAt(splashLeft, game.getChildIndex(foreground1) - 1); var splashRight = new Splash(); splashRight.x = self.x + cootGraphics.width / 2; splashRight.y = self.y + cootGraphics.height / 2; game.addChildAt(splashRight, game.getChildIndex(foreground1) - 1); } } } // Handle dash state if (self.isDashing) { if (self.dashTimer < self.dashDelay) { // Dash forward if (self.x < 2048 * 0.75) { // Stop at 3/4 of screen width self.x += self.dashSpeed; } self.dashTimer++; } else { // Return to original position if (self.x > self.originalX) { self.x -= self.dashSpeed / 2; // Return at half speed } else { self.x = self.originalX; self.isDashing = false; self.dashTimer = 0; } } } }; self.isDiving = false; self.isDashing = false; self.dashSpeed = 15; self.dashDelay = 60; // frames before return (1 second at 60fps) self.dashTimer = 0; self.originalX = self.x; // Store original position self.jump = function () { if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) { self.isJumping = true; self.originalX = self.x; // Removed X position update from jump function self.isReturning = false; // Ensure returning state is reset when jumping self.originalY = self.y; } }; self.dive = function () { if (!self.isJumping && !self.isDiving && !self.isDashing) { self.isDiving = true; self.returnDelay = Date.now() + 5000; // Set return delay to 5 seconds using time self.isReturning = false; // Ensure returning state is reset when diving self.underwaterTint = 0x4444ff; // Set initial underwater tint color // Removed duplicate isReturning = false line self.originalX = self.x; self.originalY = self.y; self.y += self.speed * 2; // Start diving downwards immediately with increased speed // Generate water splash particles var numParticles = Math.floor(Math.random() * 3) + 2; // Generate 2-4 particles for (var i = 0; i < numParticles; i++) { var splash = new Splash(); splash.x = self.x; splash.y = self.y + cootGraphics.height / 2; game.addChildAt(splash, game.getChildIndex(foreground1) - 1); } } }; }); var EagleFeather = Container.expand(function () { var self = Container.call(this); var featherGraphics = self.attachAsset('Eaglefeather', { anchorX: 0.5, anchorY: 0.5 }); // Initialize feather properties self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed self.driftX = Math.random() * 2 - 1; // Random sideways drift self.driftY = Math.random() * -1 - 0.5; // Upward drift self.fadeRate = 0.005; // Fade out rate self.update = function () { self.x += self.driftX * gameSpeed; self.y += self.driftY * gameSpeed; featherGraphics.rotation += self.rotationSpeed; featherGraphics.alpha -= self.fadeRate; // Destroy feather when fully faded if (featherGraphics.alpha <= 0) { self.destroy(); } }; }); // Class for the foreground var Foreground = Container.expand(function () { var self = Container.call(this); var foregroundGraphics = self.attachAsset('Foreground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.isFirst = false; // Will be set during initialization self.update = function () { // Only move the first piece if (self.isFirst) { self.x -= self.speed * gameSpeed; // Apply gameSpeed to movement // Move second piece to maintain fixed distance self.other.x = self.x + self.width; // Reset both pieces when first goes off screen if (self.x < -self.width / 1.5) { // Reset earlier - when piece is mostly off screen self.x += self.width; self.other.x = self.x + self.width; } } }; }); var GoldSparkle = Container.expand(function () { var self = Container.call(this); var sparkleGraphics = self.attachAsset('GoldSparkle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() * 2 - 1) * 0.75; // Reduced horizontal speed by 25% self.speedY = (Math.random() * 2 - 1) * 0.75; // Reduced vertical speed by 25% self.fadeRate = 0.02; // Rate at which the sparkle fades self.update = function () { self.x += self.speedX; self.y += self.speedY; sparkleGraphics.alpha -= self.fadeRate; if (sparkleGraphics.alpha <= 0) { self.destroy(); } }; }); // Class for the midgroundtrees var Midgroundtrees = Container.expand(function () { var self = Container.call(this); var midgroundtreesGraphics = self.attachAsset('Midgroundtrees', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 3; self.update = function () { self.x -= self.speed * gameSpeed; // self.y = coot.y; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); // Class for the Obstacle (Duck, Eagle, and Fish combined) var Obstacle = Container.expand(function (type) { var self = Container.call(this); var graphics; var collisionBlock = self.addChild(new CollisionBlock()); collisionBlock.x = 0; collisionBlock.y = 0; graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Add a Ripple instance to the Duck obstacle if (type === 'Duck') { self.lastRippleTime = Date.now(); var ripple = new Ripple(); ripple.x = 0; // Center the ripple on the Duck ripple.y = graphics.height / 2; // Position the ripple at the bottom of the Duck self.addChildAt(ripple, 0); // Add ripple below the Duck but above the water layer } self.speedX = -6; if (type === 'Fish') { self.isJumping = false; self.pauseTime = 0; graphics.tint = 0x4444ff; graphics.alpha = 0.7; } if (type === 'Fish') { self.speedX = -6; // Back to original fast swimming speed self.jumpSpeed = 0.05; // Slow jump speed control self.isJumping = false; self.isPausing = false; self.pauseTime = 0; self.lastSplashTime = Date.now(); // Add splash timer graphics.tint = 0x4444ff; // Set underwater blue tint initially graphics.alpha = 0.7; // Set underwater opacity initially self.isFalling = false; self.jumpVelocity = 0; self.jumpStartY = self.y; // Store original position self.jumpTime = 0; // Initialize jump time counter self.y = 2732 * 0.90; // Set Fish Y position to the bottom of the Coot's dive } if (type === 'Eagle') { self.lastFeatherTime = Date.now(); self.targetY = coot.isDiving || coot.isReturning ? coot.originalY : coot.y; self.speedY = (self.targetY - self.y) / 100; self.speedX = -8; // Add horizontal speed variable for eagle } self.update = function () { self.x += self.speedX * gameSpeed; if (type === 'Fish') { // Move horizontally self.x += self.speedX; // Generate underwater splash effects if (!self.isJumping && Date.now() - self.lastSplashTime >= 200) { // Generate every 200ms var numSplashes = Math.floor(Math.random() * 2) + 1; // 1-2 splashes for (var i = 0; i < numSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); // Random position along fish body splash.y = self.y; splash.tint = 0x4444ff; // Match fish's underwater tint game.addChildAt(splash, game.getChildIndex(self) - 1); } self.lastSplashTime = Date.now(); } // Check if crossing under Coot if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.02; // Increase pause time by reducing increment rate } // Add this check for when to reappear if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = Math.PI / 2; // Changed from -Math.PI/2 to rotate the other way self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; } // Handle jumping motion if (self.isJumping) { self.jumpTime += self.jumpSpeed; // Use slower jumpSpeed var jumpHeight = -Math.sin(self.jumpTime) * 600; // Changed from 300 to 600 self.y = self.jumpStartY + jumpHeight; // Generate bigger splash burst when jumping out if (self.jumpTime < 0.1) { // Only on first frame of jump var burstSplashes = Math.floor(Math.random() * 4) + 6; // 6-9 splashes (increased from 4-6) for (var i = 0; i < burstSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); splash.y = self.jumpStartY - Math.random() * 200; // Make splashes go higher game.addChildAt(splash, game.getChildIndex(self) - 1); } } // Change tint based on height above water if (self.y < self.jumpStartY - 50) { graphics.tint = 0xffffff; // Normal color above water graphics.alpha = 1.0; } else { graphics.tint = 0x4444ff; // Blue tint in water graphics.alpha = 0.7; } if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; // Add this line self.destroy(); } } // Normal destroy check if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } } else if (type === 'Eagle') { self.y += self.speedY; if (Date.now() - self.lastFeatherTime >= 900) { // Feather spawn every 900ms var numFeathers = Math.floor(Math.random() * 2) + 2; // Spawn 2-3 feathers for (var i = 0; i < numFeathers; i++) { var feather = new EagleFeather(); feather.x = self.x + (Math.random() * 20 - 10); // Slight horizontal variation feather.y = self.y + graphics.height / 2; game.addChildAt(feather, game.getChildIndex(self) - 1); } self.lastFeatherTime = Date.now(); } if (self.x <= -self.width / 2) { console.log("Checking for destruction: Eagle at " + self.x); self.destroy(); // Destroy the obstacle when it moves off-screen Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } if (type === 'Eagle') { self.targetY = coot.isJumping ? coot.y : coot.isDiving || coot.isReturning || coot.returnDelay > 0 ? coot.originalY : coot.y; self.speedY = (self.targetY - self.y) / 50; } } else if (type === 'Duck') { // Add wobble effect to Duck graphics.rotation = Math.sin(LK.ticks / 20) * 0.05; // Ripple spawn logic if (Date.now() - self.lastRippleTime >= 500) { var ripple = new Ripple(); ripple.x = self.x; ripple.y = self.y + graphics.height / 2; game.addChildAt(ripple, game.getChildIndex(self) - 1); self.lastRippleTime = Date.now(); } // Existing destroy logic if (self.x <= -self.width / 2) { console.log("Checking for destruction: Duck at " + self.x); self.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } } collisionBlock.x = 0; collisionBlock.y = 0; }; }); var Ripple = Container.expand(function () { var self = Container.call(this); var rippleGraphics = self.attachAsset('Ripple', { anchorX: 0.5, anchorY: 0.5 }); self.initialScale = 0.05; self.growthRate = 0.02; self.fadeRate = 0.01; self.maxScale = 2.0; rippleGraphics.scaleX = self.initialScale; rippleGraphics.scaleY = self.initialScale; self.update = function () { console.log("Ripple update called"); rippleGraphics.scaleX += self.growthRate; rippleGraphics.scaleY += self.growthRate; rippleGraphics.alpha -= self.fadeRate; console.log("Ripple scale:", rippleGraphics.scaleX, "Ripple alpha:", rippleGraphics.alpha); if (rippleGraphics.scaleX >= self.maxScale || rippleGraphics.alpha <= 0) { console.log("Ripple destroyed"); self.destroy(); } }; }); // Static respawn delay property // Class for the water splash particles var Splash = Container.expand(function () { var self = Container.call(this); var scale = Math.random() * 0.75 + 0.25; var splashGraphics = self.attachAsset('Watersplash', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); self.speedX = Math.random() * 2 - 1; // Random speed in X direction self.speedY = -Math.random() * 5; // Random upward speed in Y direction self.gravity = 0.1; // Gravity to pull the particle down self.update = function () { self.x += self.speedX * gameSpeed; self.y += self.speedY * gameSpeed; self.speedY += self.gravity; // Apply gravity // Add rotation based on the speed of the particle self.rotation += self.speedX / 10; if (self.y > 2732) { // If the particle is below the screen self.destroy(); // Destroy the particle } }; }); // Class for the water var Water = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('Water', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 2; self.update = function () { self.x -= self.speed * gameSpeed; // self.y = midgroundtrees1.y + midgroundtrees1.height / 2; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ Obstacle.getRandomDelay = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; Obstacle.spawnDelay = 2500; // Default fallback Obstacle.respawnDelay = { Eagle: Obstacle.getRandomDelay(2000, 3000), Duck: Obstacle.getRandomDelay(2000, 3000), Fish: Obstacle.getRandomDelay(2000, 3000) // Add Fish delay }; Obstacle.lastDestroyTime = Date.now() - 5000; // Initialize to ensure first spawn check passes console.log("Initial lastDestroyTime: " + Obstacle.lastDestroyTime); var background = game.addChild(LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500 })); // Initialize the midgroundtrees var midgroundtrees1 = game.addChild(new Midgroundtrees()); midgroundtrees1.x = 2048 / 2; midgroundtrees1.y = 2732 * 0.7; var midgroundtrees2 = game.addChild(new Midgroundtrees()); midgroundtrees2.x = 2048 / 2 + midgroundtrees2.width; midgroundtrees2.y = 2732 * 0.7; // Initialize the water var water1 = game.addChild(new Water()); water1.x = 2048 / 2; water1.y = midgroundtrees1.y + midgroundtrees1.height / 2; var water2 = game.addChild(new Water()); water2.x = 2048 / 2 + water2.width; water2.y = midgroundtrees2.y + midgroundtrees2.height / 2; // Initialize game variables var coot = game.addChild(new Coot()); coot.x = 2048 * 0.20; coot.y = 2732 * 0.75; coot.originalY = coot.y; // Initialize originalY position var gameSpeed = 1.5; // Global variable for game speed var score = 0; var coinCount = 0; // Global variable to keep track of collected coins var currentObstacle = null; // Initialize the foreground var foreground1 = new Foreground(); var foreground2 = new Foreground(); game.addChild(foreground1); game.addChild(foreground2); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; foreground2.x = foreground1.x + foreground1.width; foreground2.y = 2732 * 0.9; foreground1.isFirst = true; foreground1.other = foreground2; foreground2.other = foreground1; // Validate positioning if (Math.abs(foreground2.x - (foreground1.x + foreground1.width)) > 1) { console.error("Foreground pieces are not correctly positioned!"); } foreground1.other = foreground2; foreground2.other = foreground1; game.addChild(foreground1); game.addChild(foreground2); var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add coin counter display var coinCounter = new Text2('0', { size: 150, // Increased size for better visibility fill: "#ffffff" }); coinCounter.anchor.set(1, 0); // Anchor to the top right corner // Add coin asset beside the coin counter var coinIcon = LK.getAsset('Coin', { anchorX: 1, anchorY: 0, x: -coinCounter.width - 10, // Position to the left of the counter with some padding y: 0 }); LK.gui.topRight.addChild(coinIcon); LK.gui.topRight.addChild(coinCounter); game.update = function () { coot.update(); if (LK.ticks % 60 == 0) { score++; scoreTxt.setText(score); } // Check for collision between the Coot and the Collision Block of the current obstacle if (currentObstacle && coot.intersects(currentObstacle.children[0])) { LK.showGameOver(); } // Update the midgroundtrees midgroundtrees1.update(); midgroundtrees2.update(); // Update the water water1.update(); water2.update(); // Update the current obstacle // Check if the current obstacle needs destruction if (currentObstacle && currentObstacle.x < -currentObstacle.width / 2) { currentObstacle.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); currentObstacle = null; } // Check if it's time to spawn a new obstacle if (!currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) { var obstacleTypes = ['Duck', 'Eagle', 'Fish']; // Ensure equal chance for all types var randomIndex = Math.floor(Math.random() * obstacleTypes.length); var obstacleType = obstacleTypes[randomIndex]; console.log("Selected obstacle type: ", obstacleType); currentObstacle = game.addChild(new Obstacle(obstacleType)); currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen currentObstacle.y = obstacleType === 'Duck' ? 2732 * 0.75 : obstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; // Changed from 0.90 to 0.85 for Fish console.log("Spawned " + obstacleType + " at " + Date.now()); } if (currentObstacle) { currentObstacle.update(); } // Check for collision between the Coot and Coins game.children.forEach(function (child) { if (child instanceof Coin && coot.intersects(child) && !child.collecting) { child.collecting = true; child.targetX = 2048 - coinIcon.width - 10; // Adjusted to account for padding child.targetY = coinIcon.y + coinIcon.height / 2; // Center vertically on the coin icon } }); // Update the foreground foreground1.update(); foreground2.update(); // Spawn coins randomly if (LK.ticks % 120 == 0) { // Every 2 seconds at 60 FPS var newCoin = new Coin(); newCoin.x = 2048 + newCoin.width / 2; // Start off-screen to the right newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height game.addChild(newCoin); } }; // Handle touch events for jumping and diving game.down = function (x, y, obj) { dragStartY = y; // Record the initial y position when touch starts dragStartX = x; // Record the initial x position when touch starts }; game.move = function (x, y, obj) { if (dragStartY !== null && dragStartX !== null) { if (x - dragStartX > 50 && !coot.isDashing && coot.x === coot.originalX && !coot.isDiving && !coot.isReturning) { // Check if the drag is rightward and significant coot.isDashing = true; dragStartX = null; // Reset dragStartX to prevent repeated dashes } if (y - dragStartY > 50 && coot.y === coot.originalY) { // Check if the drag is downward and significant coot.dive(); dragStartY = null; // Reset dragStartY to prevent repeated dives } else if (dragStartY - y > 50 && coot.y === coot.originalY) { // Check if the drag is upward and significant coot.jump(); dragStartY = null; // Reset dragStartY to prevent repeated jumps } } }; game.up = function (x, y, obj) { dragStartY = null; // Reset dragStartY when touch ends dragStartX = null; // Reset dragStartX when touch ends };
===================================================================
--- original.js
+++ change.js
@@ -662,9 +662,9 @@
if (LK.ticks % 120 == 0) {
// Every 2 seconds at 60 FPS
var newCoin = new Coin();
newCoin.x = 2048 + newCoin.width / 2; // Start off-screen to the right
- newCoin.y = Math.random() * (2732 * 0.50) + 2732 * 0.30; // Random Y position between 30% and 80% of the screen height
+ newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height
game.addChild(newCoin);
}
};
// Handle touch events for jumping and diving
American Coot sprite sheet. Running with wings up.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A beautiful blue sky background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Grass and reeds foreground layer for endless runner. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mallard floating on the water. Looking left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A swimming salmon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single golden coin with the head of an American Coot on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Game icon for a video game called “Coot Run”. Show an American Coot with its wings up and its foot big in the foreground. Show the name of the game big in the center with the coots foot underneath.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A moon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A starry sky background image. High resolution. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fiery Phoenix with wings outspread.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A dark blue rectangle background with rounded edges to place text on top of for a menu.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An owl with talons extended downwards and wings up. Looking down. Color Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A captain’s hat. Side profile. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A rainbow hat with a propeller on the top. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A striped beanie. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “Start”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “How to play”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sombrero. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A knights helmet. Side view. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A horned Viking cap. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An astronauts helmet. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cowboy hat. Full side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
duck
Sound effect
eagle
Sound effect
fishsplash
Sound effect
jumpsound
Sound effect
dashsound
Sound effect
backgroundmusic
Music
coin
Sound effect
powerup
Sound effect
coothurt
Sound effect
owl
Sound effect
phoenix
Sound effect
alert
Sound effect
cootdive
Sound effect
whistle
Sound effect